Monster Madness: A First For Web Standards

Subject: General Tech, Graphics Cards | December 13, 2013 - 05:43 PM |
Tagged: webgl, ue4, UE3, asm.js

asm.js is a special division of Javascript, for numerical calculations, which can be heavily optimized and easily output by compilers for other languages such as C++. Both Mozilla Firefox and Google Chrome optimize asm.js code albeit there are differences in their implementations. In both cases, performance has become very close to the same applications compiled into native code for the host operating systems.

Its shortcoming is the difficulty and annoyance when hand coding (without compiling it from another language). The browser is used more by encouraging the adoption of web standards through discouraging the usage of web standards. You can see where the politics can enter.

Still, it makes for great demos such as the cloth physics applet from James Long of Mozilla or, more amazingly, Unreal Engine 3. The upcoming UE4 is expected to be officially supported by Epic Games on asm.js (and obviously WebGL will be necessary too) but, of course, Epic will not prevent UE3 licensees from doing their own leg-work.

NomNom Games, a group within Trendy Entertainment (Trendy is known for Dungeon Defenders), became the first company to release a commercial 3D title on these standards. Monster Madness, powered by Unreal Engine 3, runs in web browsers like Mozilla Firefox and Google Chrome without plugins (although it will fail-down to Flash 11.6 if your browser is unsupported for the web-native version). Monster Madness is a top-down cell shaded shoot'em-up.

You can play, for free, with an anonymous token here. You can also visit their website to learn more about the closed beta for registered accounts. It is natively supported on Firefox, Chrome, and Opera. I am not entirely sure why IE11 is not supported, now that Microsoft supports WebGL, but there is probably a customer support or performance reason for it.

Source: Mozilla

Computex 2013 / E3 2013: Unreal Engine 4 Partners Program

Subject: Editorial, General Tech, Shows and Expos | June 6, 2013 - 05:42 PM |
Tagged: unreal engine 4, ue4, E3 13, E3, computex

We are bleeding through the overlap between Computex and E3 media windows; this news has a somewhat relevant fit for both. Unreal Engine 4 is coming and I expect we will see one or more demos and UE4-powered titles over the next week. In fact, I would be fairly shocked if we do not see the end of the Elemental Demo with the Xbox One E3 keynote. We may also potentially see Unreal Engine 4 running on mobile devices and maybe even HTML5 at some point throughout the tradeshow, either canonically through Epic or via a licensee product.

This morning, Epic opened the Unreal Engine 4 Integrated Partners Program (IPP). Of course they already have a couple of members, most of which were partners with Unreal Engine 3.

The founding IPP partners are:

  • Wwise from Audiokinetic
    • Manages large databases of sound effects and voice-overs
    • Manages subtitles and multiple dubbings of voice clips
  • Autodesk Gameware from Autodesk
    • Contains multiple packages including Beast, Navigation, and Scaleform
    • Scaleform is a Flash rendering engine for HUDs, menus, etc. developed using Flash Professional in 2D or 3D. It is what StarCraft II, Mass Effect, and Borderlands uses.
    • Beast is a lighting toolkit for global illumination, radiosity, etc.
    • Navigation is an AI solver, predominantly for pathfinding.
  • Simplygon from Donya Labs
    • Reduces polygon count of models so they take up less processing resources especially as they get further away from the camera.
  • Enlighten from Geomerics
    • Another Global Illumination solver, most popular usage being Battlefield 3.
  • SpeedTree for Games from IDV
    • Makes a bunch of efficient trees so studios do not need to hire as many minimum wage peons.
  • Intel Threading Building Blocks (TBB) from Intel
    • Helps developers manage C++ threading for multicore systems.
    • Deals with memory management and scheduling tasks
  • morpheme from NaturalMotion
    • Animation and physics software for designers to create animations
    • Works with NVIDIA PhysX
  • euphoria from NaturalMotion
    • Simulates animations based on driving conditions via the CPU, most popular usage being GTA IV.
  • PhysX and APEX from NVIDIA
    • You probably know this one.
    • GPU-based rigid body, soft body, fluid, and cloth solvers.
    • Allows for destructible environments and other complex simulations.
  • Oculus Rift from Oculus VR
  • Bink Video from Rad Game Tools
    • ... is not included! Just kidding, that stuff'll survive a nuclear apocalypse.
    • Seriously, check in just about any DirectX or OpenGL game's credits if it includes pre-rendered video cutscenes or video-textures.
    • I'll wait here.
    • In all seriousness, Rad Game Tools has been licensed in over 15,500 titles. It's been a meme to some extent for game programmers. This should be no surprise.
  • Telemetry Performance Visualizer from Rad Game Tools
    • Allows developers to see graphs of what their hardware is working on over time.
    • Helps developers know what benefits the most from optimization.
  • RealD Developer Kit (RDK) from RealD
    • Helps game developers create stereoscopic 3D games.
  • Umbra 3 from Umbra Software
    • Determines what geometry can be seen by the player and what should be unloaded to increase performance.
    • Sits between artists and programmers to the former does not need to think about optimization, and the latter does not need to claw their eyes out.
  • IncrediBuild-XGE from Xoreax
    • Apparently farms out tasks to idle PCs on your network.
    • I am not sure, but I think it is mostly useful for creating a pre-render farm at a game studio for light-baking and such.

We still have a little while until E3 and so we do not know how E3 will be, but I highly expect to see Unreal Engine 4 be a recurring theme over the next week. Keep coming back to PC Perspective, because you know we have a deep interest in where Epic is headed.

Source: Epic Games

Unreal Engine 4 first screenshots. Wicked Sick?

Subject: General Tech, Shows and Expos | May 18, 2012 - 04:24 AM |
Tagged: E3, unreal engine 4, ue4

Epic Games has demonstrated Unreal Engine 4 behind closed doors at GDC a few months ago. First screenshots have been released from that demo although not much more has been made public about it. While not completely epic, it definitely is exciting. Unreal Engine 4 is expected to be further unveiled at or near E3 in June.

Both Wired Magazine and PC Gamer have released screenshots and articles from the Unreal Engine 4 Game Developers Conference 2012 (GDC12) demo.

Epic has been quiet about the next generation of their game development platform. Only a handful of lucky individuals were shown the demo at the GDC and those who did could not share their experience. Epic has said that they would have liked to publicly demonstrate their product, but were unable to due to non-disclosure agreements that they themselves were placed under.

Unreal-Engine-4-3.jpg

I think that guy needs some thixomolded magnesium alloy. He seems to be running a little hot.

Either he’ll cool down, or produce a beautiful white bloom.

(Screenshot Credit: PC Gamer)

Wired claims that Epic will unveil the rest of Unreal Engine 4 in June which likely means that it will occur on or around the E3 press conference.

It is thus easy to speculate that whatever gagged Epic will likely be unveiled at E3 too.

The major hook of the demo was that it was running in the editor and not in a baked game executable. This means that developers will have a much easier time creating their game and will also have to spend much less time preparing to work. About the only concrete tidbit in the article is that Unreal Engine 4 will not have baked lighting. Unreal Engine 4 will likely use a technology similar to Battlefield 3 where global illumination is calculated at runtime -- nearly a must for properly lit destructibility.

Both sources have their own set of screenshots. Check out both Wired and PC Gamer so you do not miss any pixels.

Source: PC Gamer